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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:06,639 So in this video we need to discuss the thought process and the creative process 2 00:00:06,642 --> 00:00:12,839 that goes into creating a good-looking shape here in Blender. So I like to start 3 00:00:12,842 --> 00:00:16,959 with the default cube. I think it's a very easy place to start and to build on 4 00:00:16,962 --> 00:00:20,999 top of. So the first thing I'm thinking about when I'm starting with a default 5 00:00:21,002 --> 00:00:25,999 cube with no references or no ideas in mind is I'm thinking about how can I 6 00:00:26,002 --> 00:00:30,279 make this default cube a little bit more interesting. Notice how I said a 7 00:00:30,282 --> 00:00:33,959 little bit. I'm not trying to think, you know, a year into the future. I'm trying 8 00:00:33,962 --> 00:00:38,599 to think just in the next few seconds how can I make this shape look a little 9 00:00:38,602 --> 00:00:44,079 bit better than it did before. You have to think in terms of small consistent 10 00:00:44,082 --> 00:00:48,239 steps. Don't think any farther beyond that right now. So all I'm thinking about 11 00:00:48,242 --> 00:00:53,000 at this point is how can I make this cube look a little bit more visually 12 00:00:53,040 --> 00:00:57,439 appealing. So first thing that comes in mind is maybe I could scale it a bit and 13 00:00:57,442 --> 00:01:01,201 just kind of make it smaller so now it's not so boring. It's a little bit, you know, 14 00:01:01,203 --> 00:01:03,423 Subtitled by online-courses.club We compress knowledge for you! 15 00:01:03,424 --> 00:01:07,399 more elongated and things like that. And then I'm thinking, okay, what can I 16 00:01:07,402 --> 00:01:12,959 introduce in terms of geometry to make this look even cooler. So this we can get 17 00:01:12,962 --> 00:01:16,279 creative and just kind of play with it. So sometimes I'll just go into edge mode 18 00:01:16,282 --> 00:01:21,759 and maybe introduce a bevel here. So bevel this edge and then maybe introduce 19 00:01:21,762 --> 00:01:26,199 another loop on the inside. And then I could perhaps move this edge down a 20 00:01:26,202 --> 00:01:31,159 little bit. And just by doing that we've already broken the monotony of this 21 00:01:31,162 --> 00:01:35,599 scaled cube. Now we kind of have some shape going on. You see what I mean? Now 22 00:01:35,602 --> 00:01:41,439 we have these nice consistent straight lines just within a few seconds. Now 23 00:01:41,442 --> 00:01:45,799 maybe what I could do is I could scale these lines here a little bit. It's a 24 00:01:45,802 --> 00:01:50,679 little bit further. Now I don't want to center these. This is an issue a lot of 25 00:01:50,682 --> 00:01:55,919 people will do. You don't want to have too much symmetry. For example, I 26 00:01:55,922 --> 00:02:00,319 don't want these faces to be the same width all the way across. It won't look 27 00:02:00,322 --> 00:02:05,159 as exciting. You more or less want to have kind of like a 70% space here and 28 00:02:05,162 --> 00:02:09,759 then maybe a 30% space here. So you want to be careful, you know, keeping 29 00:02:09,762 --> 00:02:14,259 everything too even. It might actually make the design more boring, although 30 00:02:14,262 --> 00:02:19,879 most beginners think otherwise. So now that we have, you know, a base shape going 31 00:02:19,882 --> 00:02:24,639 on, we can think about how can I make this softer. And the way we make these 32 00:02:24,642 --> 00:02:31,759 objects softer is by introducing bevels. So at this point I could bevel here, use 33 00:02:31,762 --> 00:02:36,399 a few segments, and then bevel here as well. And just by doing this, watch what 34 00:02:36,402 --> 00:02:41,319 happens. We now have a much cleaner, softer looking mesh. And also I would 35 00:02:41,322 --> 00:02:46,240 recommend right-clicking and shade auto smooth here, just to clean up those harsh 36 00:02:46,480 --> 00:02:51,639 lines we have going on. Very easy stuff. And then finally what I'd recommend doing 37 00:02:51,642 --> 00:02:56,919 to clean up this extra geometry on the flat faces is press X, limited dissolve, 38 00:02:56,922 --> 00:03:02,959 and then set this max angle to about 0.1. So it doesn't hurt the, if this is any 39 00:03:02,962 --> 00:03:06,519 higher, it might start dissolving the bevels. So set this to like 0.1 and 40 00:03:06,522 --> 00:03:11,759 that'll actually clean up the geo here on the flat faces. And now we just have a 41 00:03:11,762 --> 00:03:15,679 much cleaner mesh we can look at. And then finally what I think I'll do here 42 00:03:15,682 --> 00:03:19,839 is maybe take this face and move it up. And then maybe we could even introduce 43 00:03:19,842 --> 00:03:24,919 some bevels here on these edges. Like I said, all I'm thinking about right now is 44 00:03:24,922 --> 00:03:30,119 how can I make this mesh look a little bit more exciting one step at a time. And 45 00:03:30,122 --> 00:03:35,079 then with Mesh Machine we could press Alt X to symmetrize, Alt X to symmetrize 46 00:03:35,082 --> 00:03:40,280 again. And now we have a very simple base shape that we can begin building on top of. 5168

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